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#pragma once
#include "Path.h"
#define WAYPOINT_RADIUS 0.5
/** This class wraps cPath.
cPath is a "dumb device" - You give it point A and point B, and it returns a full path path.
cPathFinder - You give it a constant stream of point A (where you are) and point B (where you want to go),
and it tells you where to go next. It manages path recalculation internally, and is much more efficient that calling cPath every step. */
class cPathFinder
{
public:
/** Creates a cPathFinder instance. Each mob should have one cPathFinder throughout its lifetime.
@param a_MobWidth The mob width.
@param a_MobHeight The mob height.
*/
cPathFinder(double a_MobWidth, double a_MobHeight);
/** Updates the PathFinder's internal state and returns a waypoint.
A waypoint is a coordinate which the mob can safely move to from its current position in a straight line.
The mob is expected to call this function tick as long as it is following a path.
@param a_Chunk The chunk in which the mob is currently at.
@param a_Source The mob's position. a_Source's coordinates are expected to be within the chunk given in a_Chunk.
@param a_Destination The position the mob would like to reach. If a_ExactPath is true, the PathFinder may modify this.
@param a_OutputWaypoint An output parameter: The next waypoint to go to.
If m_DontCare is true, the mob doesn't care where to go, and the Pathfinder may modify a_Destination.
This should usually be false. One exception is a wandering idle mob which doesn't care about its final destination.
In the future, idle mobs shouldn't use A* at all.
Returns an ePathFinderStatus.
ePathFinderStatus:CALCULATING - The PathFinder is still processing a path. Nothing was written to a_OutputWaypoint. The mob should probably not move.
ePathFinderStatus:PATH_FOUND - The PathFinder has found a path to the target. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint.
ePathFinderStatus:NEARBY_FOUND - The PathFinder did not find a destination to the target but did find a nearby spot. The next waypoint was written a_OutputWaypoint. The mob should probably move to a_OutputWaypoint.
ePathFinderStatus:PATH_NOT_FOUND - The PathFinder did not find a destination to the target. Nothing was written to a_OutputWaypoint. The mob should probably not move.
Note: Once NEARBY_FOUND is returned once, subsequent calls return PATH_FOUND. */
ePathFinderStatus GetNextWayPoint(cChunk & a_Chunk, const Vector3d & a_Source, Vector3d * a_Destination, Vector3d * a_OutputWaypoint);
/** Sets the dontCare value. See the GetNextWayPoint documentation for details. */
void SetDontCare(bool a_DontCare);
/** Returns the current dontCare value. */
bool GetDontCare();
/** If true, the mob will try avoiding sunlight. */
void SetAvoidSunlight(bool a_AvoidSunlight);
/** Returns the current AvoidSunlight value. */
bool GetAvoidSunlight();
private:
/** The width of the Mob which owns this PathFinder. */
double m_Width;
/** The height of the Mob which owns this PathFinder. */
double m_Height;
/** The current cPath instance we have. This is discarded and recreated when a path recalculation is needed. */
std::unique_ptr<cPath> m_Path;
/** If 0, will give up reaching the next m_WayPoint and will recalculate path. */
int m_GiveUpCounter;
/** Coordinates of the next position that should be reached. */
Vector3d m_WayPoint;
/** Coordinates for where we should go. This is our ultimate, final destination. */
Vector3d m_FinalDestination;
/** Coordinates for where we are practically going. */
Vector3d m_PathDestination;
/** When FinalDestination is too far from this, we recalculate.
This usually equals PathDestination. Except when m_NoPathToTarget is true. */
Vector3d m_DeviationOrigin;
/** Coordinates for where the mob is currently at. */
Vector3d m_Source;
/** True if there's no path to target and we're walking to a nearby location instead. */
bool m_NoPathToTarget;
/** When a path is not found, this cooldown prevents any recalculations for several ticks. */
int m_NotFoundCooldown;
/** If true, the mob doesn't care where to go, and the Pathfinder may modify a_Destination
in an GetNextWayPoint call. */
bool m_DontCare;
/** If true, */
bool m_AvoidSunlight;
/** Ensures the location is not in the air or under water.
May change the Y coordinate of the given vector.
1. If a_Vector is the position of water, a_Vector's Y will be modified to point to the first air block above it.
2. If a_Vector is the position of air, a_Vector's Y will be modified to point to the first airblock below it which has solid or water beneath. */
bool EnsureProperPoint(Vector3d & a_Vector, cChunk & a_Chunk);
/** Resets a pathfinding task, typically because m_FinalDestination has deviated too much from m_DeviationOrigin. */
void ResetPathFinding(cChunk &a_Chunk);
/** Return true the the blocktype is either water or solid */
bool IsWaterOrSolid(BLOCKTYPE a_BlockType);
/** Is the path too old and should be recalculated? When this is true ResetPathFinding() is called. */
bool PathIsTooOld() const;
};
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